- Add building page
- Rework weapon ui (hide to spoiler and adapt to mobile) - Add additional weapon params (throw force, min radius, damage radius etc) - Add squad start/max sise, unit mass, souls and faith to cost
This commit is contained in:
+214
-159
@@ -1,6 +1,9 @@
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import React from "react";
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import {IWeapon, IWeaponPiercing} from "../types/IUnit";
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import {
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Accordion,
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AccordionDetails,
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AccordionSummary,
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Grid2,
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Paper,
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styled,
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@@ -15,13 +18,15 @@ import {
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import ArmorType from "./ArmorType";
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import ArmorTypeNames from "../types/ArmorTypeValues";
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import {IconUrl} from "../core/api";
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import {ExpandMore} from "@mui/icons-material";
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import Sergeant from "./Sergeant";
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interface IWeaponProps{
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interface IWeaponProps {
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weapon: IWeapon,
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isDefault: Boolean,
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}
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interface IWeaponState{
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interface IWeaponState {
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currentTable: "dps" | "one hit",
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}
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@@ -45,24 +50,23 @@ class Weapon extends React.Component<IWeaponProps, any> {
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getPiercingK(armorType: string): number {
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const weaponPiercing = this.props.weapon.weaponPiercings.find((p) => p.armorType.name === armorType)
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return (typeof weaponPiercing !== "undefined" ? weaponPiercing.piercingValue : 10 ) / 100
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const weaponPiercing = this.props.weapon.weaponArmorPiercing.find((p) => p.armorType.name === armorType)
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return (typeof weaponPiercing !== "undefined" ? weaponPiercing.piercingValue : 10) / 100
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}
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handleChange = (e: React.MouseEvent, selectedDamageTable: String | null) => {
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handleChange = (e: React.MouseEvent, selectedDamageTable: String | null) => {
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this.setState({
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currentTable: selectedDamageTable
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});
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}
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render() {
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const weapon = this.props.weapon
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const dpsK = (this.state.currentTable == "dps") ? weapon.accuracy * (1/(weapon.reloadTime - (weapon.reloadTime % 0.125))) : 1
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const dpsK = (this.state.currentTable == "dps") ? weapon.accuracy * (1 / (weapon.reloadTime - (weapon.reloadTime % 0.125))) : 1
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const infLowPiercing = this.getPiercingK(ArmorTypeNames.InfantryLow)
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const infMedPiercing = this.getPiercingK(ArmorTypeNames.InfantryMedium)
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@@ -83,16 +87,16 @@ class Weapon extends React.Component<IWeaponProps, any> {
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const getTotalDamage = (damagePiercing: number, isAir: boolean = false) => {
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if(!isAir && !weapon.canAttackGround && !weapon.isMeleeWeapon) return ""
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if(isAir && !weapon.canAttackAir) return ""
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if (!isAir && !weapon.canAttackGround && !weapon.isMeleeWeapon) return ""
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if (isAir && !weapon.canAttackAir) return ""
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var minDamage = damagePiercing * weapon.minDamage
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var maxDamage = damagePiercing * weapon.maxDamage
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if(minDamage < weapon.minDamageValue){
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if (minDamage < weapon.minDamageValue) {
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minDamage = weapon.minDamageValue
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}
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if(maxDamage < weapon.minDamageValue){
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if (maxDamage < weapon.minDamageValue) {
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maxDamage = weapon.minDamageValue
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}
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@@ -106,7 +110,7 @@ class Weapon extends React.Component<IWeaponProps, any> {
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}
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const StyledTableCell = styled(TableCell)(({ theme }) => ({
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const StyledTableCell = styled(TableCell)(({theme}) => ({
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[`&.${tableCellClasses.head}`]: {
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backgroundColor: "rgb(234, 234, 234)",
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color: theme.palette.common.white,
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@@ -119,162 +123,213 @@ class Weapon extends React.Component<IWeaponProps, any> {
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}));
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return (
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<div>
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<h4>{ weapon.name ? weapon.name : this.humanReadableName(weapon.filename)}</h4>
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<Grid2 container spacing={2}>
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<div style={{marginBottom: 10}}><Accordion>
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<AccordionSummary
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expandIcon={<ExpandMore/>}
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aria-controls="panel1-content"
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id="panel1-header"
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>
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<span style={{fontSize: 18}}> {!this.props.isDefault && weapon.icon && weapon.haveEquipButton ?
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<img className="weaponIcon" src={IconUrl + weapon.icon.replaceAll('\\', '/')}/> : (
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weapon.isMeleeWeapon ?
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<img className="weaponIcon" src="/images/MeleeStance_icon_bw.jpg"/> :
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<img className="weaponIcon" src="/images/RangedStance_icon_bw.jpg"/>
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)} {weapon.name ? weapon.name : this.humanReadableName(weapon.filename)} </span>
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</AccordionSummary>
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<AccordionDetails>
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<Grid2 container spacing={2}>
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<Grid2 size={12}>
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<div style={{whiteSpace: "pre-wrap"}}>
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<span
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className="weaponDescription">{this.props.isDefault ? "Default weapon" : weapon.description}</span>
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</div>
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</Grid2>
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<Grid2 size= {{xs: 12, md: 3}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Base damage</TableCell>
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<TableCell component="th"
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scope="row">{weapon.minDamage} {weapon.maxDamage !== weapon.minDamage && -weapon.maxDamage}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Accuracy</TableCell>
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<TableCell component="th" scope="row">{weapon.accuracy.toFixed(2)}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Accuracy moving</TableCell>
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<TableCell component="th"
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scope="row">{weapon.setupTime === 0 ? (weapon.accuracy - weapon.accuracyReductionMoving).toFixed(2) : "-"}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Reload time</TableCell>
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<TableCell component="th"
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scope="row">{weapon.reloadTime}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Max range</TableCell>
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<TableCell component="th"
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scope="row">{weapon.maxRange ? (weapon.maxRange) : "-"}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Setup time</TableCell>
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<TableCell component="th"
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scope="row">{weapon.setupTime != 0 ? (weapon.setupTime).toFixed(2) : "-"}
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</TableCell>
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</TableRow>
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{(weapon.costRequisition > 0 || weapon.costPower > 0) &&
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<Grid2 size={{xs: 12, md: 4}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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{/*<TableHead><TableRow><TableCell component="th" scope="row"><b>Damage</b></TableCell><TableCell/></TableRow></TableHead>*/}
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Base damage</TableCell>
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<TableCell component="th"
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scope="row">{weapon.minDamage} {weapon.maxDamage !== weapon.minDamage && -weapon.maxDamage}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Accuracy</TableCell>
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<TableCell component="th"
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scope="row">{weapon.accuracy.toFixed(3).replace(/[,.]?0+$/, '')}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Accuracy moving</TableCell>
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<TableCell component="th"
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scope="row">{weapon.setupTime === 0 && weapon.accuracy - weapon.accuracyReductionMoving > 0 ? (weapon.accuracy - weapon.accuracyReductionMoving).toFixed(3).replace(/[,.]?0+$/, '') : "-"}
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</TableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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</Grid2>
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<Grid2 size={{xs: 12, md: 4}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Reload time</TableCell>
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<TableCell component="th"
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scope="row">{weapon.reloadTime}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Range</TableCell>
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<TableCell component="th"
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scope="row">{weapon.maxRange ? (weapon.maxRange) : "-"} {weapon.minRange ? "(min " + (weapon.minRange) + ")" : ""}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Damage radius</TableCell>
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<TableCell component="th"
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scope="row">{weapon.damageRadius ? (weapon.damageRadius) : "-"}
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</TableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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</Grid2>
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<Grid2 size={{xs: 12, md: 4}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Cost</TableCell>
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{(weapon.costRequisition > 0 || weapon.costPower > 0) ?
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<TableCell component="th"
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scope="row">
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{weapon.costRequisition > 0 &&
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<span> <img style={{verticalAlign: "top"}}
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src="/images/Resource_requisition.gif"/>
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{weapon.costRequisition.toFixed(0)}</span>}
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{weapon.costPower > 0 &&
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<span> <img style={{verticalAlign: "top"}}
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src="/images/Resource_power.gif"/>
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{weapon.costPower.toFixed(0)}</span>}
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</TableCell> : <TableCell component="th" scope="row"> - </TableCell>
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}
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Setup time</TableCell>
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<TableCell component="th"
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scope="row">
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{weapon.costRequisition > 0 && <span> <img style={{verticalAlign: "top"}}
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src="/images/Resource_requisition.gif"/>
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{weapon.costRequisition}</span>}
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{weapon.costPower > 0 && <span> <img style={{verticalAlign: "top"}}
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src="/images/Resource_power.gif"/>
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{weapon.costPower}</span>}
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scope="row">{weapon.setupTime != 0 ? (weapon.setupTime).toFixed(3).replace(/[,.]?0+$/, '') : "-"}
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</TableCell>
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</TableRow>
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}
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</TableBody>
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</Table>
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</TableContainer>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Throw force</TableCell>
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<TableCell component="th"
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scope="row">{weapon.throwForceMin != 0 ? weapon.throwForceMin + " - " + weapon.throwForceMax : "-"}
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</TableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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</Grid2>
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<Grid2 size={12}>
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<ToggleButtonGroup
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color="primary"
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exclusive
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value={this.state.currentTable}
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onChange={this.handleChange}
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aria-label="Platform"
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>
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<ToggleButton size="small" value="dps">Dps</ToggleButton>
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<ToggleButton size="small" value="one hit">One hit average damage</ToggleButton>
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</ToggleButtonGroup>
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<TableContainer>
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<Table sx={{marginTop: "10px"}} size="small" aria-label="a dense table">
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<TableHead>
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<TableRow>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.Commander}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
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<StyledTableCell><img style={{verticalAlign: "top"}}
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src="/images/ARM_Morale.webp"/></StyledTableCell>
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</TableRow>
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</TableHead>
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<TableBody>
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<TableRow>
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<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(airPiercing, true)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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<i className="rgdFrom">{weapon.filename}</i>
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</Grid2>
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</Grid2>
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<Grid2 size={9}>
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<div style={{whiteSpace: "pre-wrap"}}>
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{!this.props.isDefault && weapon.icon ? <img className="unitIcon" src={IconUrl + weapon.icon.replaceAll('\\', '/')}/> : (
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weapon.isMeleeWeapon ?
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<img src="/images/MeleeStance_icon_bw.jpg"/> :
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<img src="/images/RangedStance_icon_bw.jpg"/>
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) } <br/>
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{this.props.isDefault ? "Default weapon" : weapon.description}
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</div>
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</Grid2>
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<Grid2 size={12}>
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<ToggleButtonGroup
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color="primary"
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exclusive
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value={this.state.currentTable}
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onChange={this.handleChange}
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aria-label="Platform"
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>
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<ToggleButton size="small" value="dps">Dps</ToggleButton>
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<ToggleButton size="small" value="one hit">One hit average damage</ToggleButton>
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</ToggleButtonGroup>
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<TableContainer>
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<Table sx={{marginTop: "10px"}} size="small" aria-label="a dense table">
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<TableHead>
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<TableRow>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.Commander}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
|
||||
<StyledTableCell><ArmorType
|
||||
name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
|
||||
<StyledTableCell><ArmorType
|
||||
name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
|
||||
<StyledTableCell><ArmorType
|
||||
name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
|
||||
<StyledTableCell><ArmorType
|
||||
name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
|
||||
<StyledTableCell><img style={{verticalAlign: "top"}}
|
||||
src="/images/ARM_Morale.webp"/></StyledTableCell>
|
||||
</TableRow>
|
||||
</TableHead>
|
||||
<TableBody>
|
||||
<TableRow>
|
||||
<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(airPiercing, true)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
|
||||
<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
|
||||
</TableRow>
|
||||
</TableBody>
|
||||
</Table>
|
||||
</TableContainer>
|
||||
<i className="rgdFrom">{weapon.filename}</i>
|
||||
</Grid2>
|
||||
</Grid2>
|
||||
</div>
|
||||
</AccordionDetails>
|
||||
</Accordion></div>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user